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Convert gusSelectedSoldier to SoldierID
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@@ -3993,7 +3993,7 @@ void JumpIntoAdjacentSector( UINT8 ubTacticalDirection, UINT8 ubJumpCode, INT32
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// This guy should always be 1 ) selected and 2 ) close enough to exit sector to leave
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if ( gusSelectedSoldier != NOBODY )
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{
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pValidSoldier = MercPtrs[gusSelectedSoldier];
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pValidSoldier = gusSelectedSoldier;
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ubDirection = GetInsertionDataFromAdjacentMoveDirection( ubTacticalDirection, sAdditionalData );
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}
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@@ -4839,13 +4839,13 @@ BOOLEAN OKForSectorExit( INT8 bExitDirection, INT32 usAdditionalData, UINT32 *pu
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UINT8 ubNumMercs = 0, ubNumEPCs = 0;
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UINT8 ubPlayerControllableMercsInSquad = 0;
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if ( gusSelectedSoldier == NOBODY )
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if ( gusSelectedSoldier >= NOBODY )
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{ //must have a selected soldier to be allowed to tactically traverse.
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return FALSE;
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}
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// anv: vehicles can't use inner exit grids
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if ( bExitDirection == (-1) && MercPtrs[gusSelectedSoldier]->bAssignment == VEHICLE )
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if ( bExitDirection == (-1) && gusSelectedSoldier->bAssignment == VEHICLE )
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{
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return FALSE;
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}
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@@ -4959,12 +4959,12 @@ BOOLEAN OKForSectorExit( INT8 bExitDirection, INT32 usAdditionalData, UINT32 *pu
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// If we are here, at least one guy is controllable in this sector, at least he can go!
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if ( fAtLeastOneMercControllable )
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{
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ubPlayerControllableMercsInSquad = (UINT8)NumberOfPlayerControllableMercsInSquad( MercPtrs[gusSelectedSoldier]->bAssignment );
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ubPlayerControllableMercsInSquad = (UINT8)NumberOfPlayerControllableMercsInSquad( gusSelectedSoldier->bAssignment );
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if ( fAtLeastOneMercControllable <= ubPlayerControllableMercsInSquad )
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{ //if the selected merc is an EPC and we can only leave with that merc, then prevent it
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//as EPCs aren't allowed to leave by themselves. Instead of restricting this in the
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//exiting sector gui, we restrict it by explaining it with a message box.
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if ( AM_AN_EPC( MercPtrs[gusSelectedSoldier] ) )
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if ( AM_AN_EPC( gusSelectedSoldier ) )
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{
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if ( AM_A_ROBOT( pSoldier ) && !pSoldier->CanRobotBeControlled( ) )
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{
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